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Make //lua work with expressions as well (#243)
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@ -1,6 +1,7 @@
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read_globals = {"minetest", "vector", "VoxelArea", "ItemStack",
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read_globals = {"minetest", "vector", "VoxelArea", "ItemStack",
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"table",
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"table",
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"unified_inventory", "sfinv", "smart_inventory", "inventory_plus"
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"unified_inventory", "sfinv", "smart_inventory", "inventory_plus",
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"dump"
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}
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}
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globals = {"worldedit"}
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globals = {"worldedit"}
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-- Ignore these errors until someone decides to fix them
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-- Ignore these errors until someone decides to fix them
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@ -227,11 +227,19 @@ Code
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----
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----
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Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
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Contained in code.lua, this module allows arbitrary Lua code to be used with WorldEdit.
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### error = worldedit.lua(code)
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### error = worldedit.lua(code, name)
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Executes `code` as a Lua chunk in the global namespace.
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the given code gets encapsulated into a function with parameters `name`, `player`, `pos`
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where
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* `name` is a playername or `nil`
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* `player` is the player object of the above player if applicable, otherwise `nil`
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* `pos` is the position of the aforementioned player (if applicable, otherwise `nil`) rounded to integers
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Returns an error if the code fails or nil otherwise.
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the resulting function is then executed as a Lua chunk in the global namespace.
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The return is
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* a string in case of an error
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* a tuple of `nil` and return of the function converted to a string in case of success
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### error = worldedit.luatransform(pos1, pos2, code)
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### error = worldedit.luatransform(pos1, pos2, code)
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@ -2,17 +2,29 @@
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-- @module worldedit.code
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-- @module worldedit.code
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--- Executes `code` as a Lua chunk in the global namespace.
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--- Executes `code` as a Lua chunk in the global namespace.
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-- @return An error message if the code fails, or nil on success.
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-- the code will be encapsulated into a function with parameters
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function worldedit.lua(code)
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-- * name (the name of the player issuing the //lua command)
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local func, err = loadstring(code)
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-- * player (the player object of the player)
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if not func then -- Syntax error
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-- * pos (the position of the player rounded to integers)
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-- @return string in case of error, tuple of nil, return of code as string in case of success
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function worldedit.lua(code, name)
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local factory, err = loadstring("return function(name, player, pos)\n" .. code .. "\nend")
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if not factory then -- Syntax error
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return err
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return err
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end
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end
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local good, err = pcall(func)
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local func = factory()
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local player, pos
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if name then
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player = minetest.get_player_by_name(name)
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if player then
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pos = vector.round(player:get_pos())
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end
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end
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local good, err = pcall(func, name, player, pos)
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if not good then -- Runtime error
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if not good then -- Runtime error
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return err
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return tostring(err)
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end
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end
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return nil
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return nil, dump(err)
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end
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end
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@ -1555,16 +1555,27 @@ worldedit.register_command("lua", {
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description = S("Executes <code> as a Lua chunk in the global namespace"),
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description = S("Executes <code> as a Lua chunk in the global namespace"),
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privs = {worldedit=true, server=true},
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privs = {worldedit=true, server=true},
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parse = function(param)
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parse = function(param)
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if param == "" then
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return false
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end
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return true, param
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return true, param
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end,
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end,
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func = function(name, param)
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func = function(name, param)
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local err = worldedit.lua(param)
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-- shorthand like in the Lua interpreter
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if err then
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if param:sub(1, 1) == "=" then
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worldedit.player_notify(name, "code error: " .. err)
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param = "return " .. param:sub(2)
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minetest.log("action", name.." tried to execute "..param)
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end
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local err, ret = worldedit.lua(param, name)
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if err == nil then
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minetest.log("action", name .. " executed " .. param)
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if ret ~= "nil" then
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worldedit.player_notify(name, "code successfully executed, returned " .. ret)
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else
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else
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worldedit.player_notify(name, "code successfully executed", false)
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worldedit.player_notify(name, "code successfully executed")
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minetest.log("action", name.." executed "..param)
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end
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else
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minetest.log("action", name .. " tried to execute " .. param)
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worldedit.player_notify(name, "code error: " .. err)
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end
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end
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end,
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end,
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})
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})
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